v0.5.0 — multiplayer Phases 2 and 3: a server that runs a game and survives being restarted
Phases 0-1 shipped in v0.4.0 (seat/identity split, per-player turn state, the Session boundary). This lands Phase 2 (server core, one game, no lobby) and Phase 3 (persistence and resumption) per docs/architecture/multiplayer.md §12. Phases 4-6 (lobby/reconnection, the 22 opponent-directed cards, StartOS packaging) are still ahead. Phase 2: src/server/session.ts hosts a game in pure logic (no sockets) on top of game.ts's existing Game/submit/currentActor/actionMenu; it verifies seat === currentActor(game) itself before calling submit, since submit() trusts its caller and a server can't. src/server/http.ts and index.ts add POST /api/game, GET /api/stream (SSE, per-seat), POST /api/intent, and static serving of dist/. src/sim/frame-delta.ts is a purpose-built per-seat board delta for one live push at a time. Found and fixed along the way: actionMenu(game, seat) only used seat for the hand field, so a server computing every connected seat's Menu would have handed the acting player's legal moves to a waiting seat. Verified with a live end-to-end smoke test (2-player game, two SSE streams, a rejected intent from the wrong seat, an idempotent resend) plus test/server/session.test.ts and test/redaction.test.ts. Not verified: an actual browser (none available in this environment). Phase 3: src/server/persistence.ts writes game.json and turn-timings.json, atomic-rewrite-then- rename. game.ts gained fromMultiplayerSave, fixing a narration-attribution bug found while testing it (fromSave's replay loop drops the actor argument, invisible in solitaire, unreadable the moment there's more than one seat — fromSave itself still has this gap, deliberately untouched). Verified live: server killed and restarted mid-game, both seats reconnected exactly where they left off. Two rules bugs found while building this: the New Train phase never implemented its car-placement round (every car of every train was placed by the Superintendent alone, in every mode, all along — now reads the round position off tray.consist.length); and victory conditions are now one shared, configurable GameConfig set across solitaire/competitive/coop instead of a fixed length lookup and a dead firstToTarget condition. Also folds in the three fixes already released on the patch line as v0.4.9b/c/d: a switching train's crew badge failing to draw once it left the Office square, an unload that always took the westmost car regardless of which was picked, and a legal decision that could render with zero buttons. docs/testing/0.5.0-test-plan.md and three reported-bug save files (docs/station-master-seed*.json) included for reproducibility. tools/jitsi-harness/ deliberately left untracked — unrelated side-project work, not part of this release. 635 tests, 0 failures.
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@@ -12,7 +12,12 @@
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*/
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import { pump } from '../engine/advance.ts';
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import { collectiveRevenueFloor, lengthProfile } from '../engine/content.ts';
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import {
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DEFAULT_MAX_COLLISIONS_PER_DAY,
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DEFAULT_MAX_COLLISIONS_TOTAL,
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collectiveRevenueFloor,
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lengthProfile,
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} from '../engine/content.ts';
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import { createGame } from '../engine/setup.ts';
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import type { GameLength } from '../engine/content.ts';
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import type { GameConfig, GameMode } from '../engine/state.ts';
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@@ -60,11 +65,15 @@ function statsOf(xs: number[]): Stats {
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};
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}
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function configFor(mode: GameMode, length: GameLength): GameConfig {
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function configFor(mode: GameMode, length: GameLength, players: number): GameConfig {
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const days = lengthProfile(length).days;
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return {
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mode,
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victory: 'highestAfterDays',
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length,
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days,
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minCombinedRevenue: collectiveRevenueFloor(players, days),
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maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
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maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
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pvpCardsAllowed: false,
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optionalRules: {
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reducedVisibility: false,
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sisterTrains: false,
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@@ -83,7 +92,7 @@ export function simulate(opts: SimOptions): SimReport {
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const s = createGame({
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id: `sim-${i}`,
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seed,
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config: configFor(opts.mode, opts.length),
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config: configFor(opts.mode, opts.length, opts.players.length),
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playerNames: opts.players,
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});
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// The probe watches the game as it is played: the funnel gates are conditions at a moment, not
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@@ -154,7 +163,7 @@ export function formatReport(r: SimReport, length: GameLength, players: number):
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// The provisional numbers this exists to test.
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out.push('\n against the provisional targets:');
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out.push(` target ${profile.target} over ${profile.days} Days`);
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out.push(` ${profile.days} Days`);
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out.push(
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` predicted ~5-6 revenue/player/Day steady state; observed mean ` +
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`${r.revenuePerPlayerPerDay.mean.toFixed(1)}`,
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